Implemented halberd

This commit is contained in:
Anuken
2018-08-25 09:55:08 -04:00
parent 9465497481
commit 86a7f837cd
9 changed files with 604 additions and 571 deletions

View File

@@ -12,7 +12,7 @@ import io.anuke.mindustry.type.ContentList;
public class AmmoTypes implements ContentList{
public static AmmoType bulletCopper, bulletDense, bulletThorium, bulletSilicon, bulletPyratite,
shotgunTungsten, bombExplosive, bombIncendiary, bombOil, shellCarbide, flamerThermite, weaponMissile, weaponMissileSwarm, bulletMech,
healBlaster,
healBlaster, bulletHalberd,
flakLead, flakExplosive, flakPlastic, flakSurge, missileExplosive, missileIncindiary, missileSurge,
artilleryDense, artilleryPlastic, artilleryHoming, artilleryIncindiary, artilleryExplosive,
basicFlame, lancerLaser, lightning, spectreLaser, meltdownLaser, fuseShotgun, oil, water, lava, cryofluid;
@@ -29,6 +29,13 @@ public class AmmoTypes implements ContentList{
inaccuracy = 5f;
}};
bulletHalberd = new AmmoType(Items.pyratite, StandardBullets.halberd, 3){{
shootEffect = ShootFx.shootSmall;
smokeEffect = ShootFx.shootSmallSmoke;
inaccuracy = 3f;
}};
healBlaster = new AmmoType(TurretBullets.healBullet){{
shootEffect = ShootFx.shootHeal;
smokeEffect = BulletFx.hitLaser;

View File

@@ -312,26 +312,30 @@ public class Mechs implements ContentList{
}
};
trident = new Mech("trident-ship", true){
trident = new Mech("trident-ship", true){{
drillPower = 2;
speed = 0.12f;
maxSpeed = 3.4f;
drag = 0.035f;
turnCursor = false;
armor = 20f;
trailColor = Color.valueOf("84f491");
weapon = Weapons.bomberTrident;
}};
halberd = new Mech("halberd-ship", true){
{
weapon = Weapons.halberdBlaster;
drillPower = 4;
speed = 0.12f;
maxSpeed = 3.4f;
drag = 0.035f;
turnCursor = false;
mineSpeed = 1.3f;
speed = 0.3f;
maxSpeed = 3f;
drag = 0.06f;
armor = 30f;
trailColor = Color.valueOf("84f491");
weapon = Weapons.bomberTrident;
trailColor = Color.valueOf("feb380");
}
};
halberd = new Mech("halberd-ship", true){{
drillPower = 2;
speed = 0.4f;
maxSpeed = 3f;
drag = 0.1f;
}};
starterDesktop = alpha;
starterMobile = dart;
}

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@@ -8,7 +8,7 @@ import io.anuke.mindustry.type.ContentList;
import io.anuke.mindustry.type.Weapon;
public class Weapons implements ContentList{
public static Weapon blaster, droneBlaster, healBlaster, chainBlaster, shockgun, sapper, swarmer, bomber, bomberTrident, flakgun, flamethrower, missiles;
public static Weapon blaster, halberdBlaster, droneBlaster, healBlaster, chainBlaster, shockgun, sapper, swarmer, bomber, bomberTrident, flakgun, flamethrower, missiles;
@Override
public void load(){
@@ -21,6 +21,14 @@ public class Weapons implements ContentList{
ammo = AmmoTypes.bulletMech;
}};
halberdBlaster = new Weapon("bomber"){{
length = 1.5f;
reload = 12f;
roundrobin = true;
ejectEffect = ShootFx.shellEjectSmall;
ammo = AmmoTypes.bulletHalberd;
}};
droneBlaster = new Weapon("blaster"){{
length = 2f;
reload = 40f;

View File

@@ -1,5 +1,6 @@
package io.anuke.mindustry.content.bullets;
import com.badlogic.gdx.graphics.Color;
import io.anuke.mindustry.content.fx.BulletFx;
import io.anuke.mindustry.entities.bullet.BasicBulletType;
import io.anuke.mindustry.entities.bullet.BulletType;
@@ -7,7 +8,7 @@ import io.anuke.mindustry.graphics.Palette;
import io.anuke.mindustry.type.ContentList;
public class StandardBullets extends BulletList implements ContentList{
public static BulletType copper, dense, thorium, homing, tracer, mechSmall;
public static BulletType copper, dense, thorium, homing, tracer, mechSmall, halberd;
@Override
public void load(){
@@ -55,6 +56,18 @@ public class StandardBullets extends BulletList implements ContentList{
}
};
halberd = new BasicBulletType(3.2f, 6, "bullet"){
{
bulletWidth = 10f;
bulletHeight = 12f;
frontColor = Color.valueOf("feb380");
backColor = Color.valueOf("ea8878");
incendSpread = 3f;
incendAmount = 1;
incendChance = 0.3f;
}
};
mechSmall = new BasicBulletType(4f, 9, "bullet"){
{
bulletWidth = 11f;

View File

@@ -41,7 +41,7 @@ public abstract class BulletType extends BaseBulletType<Bullet> implements Conte
this.damage = damage;
lifetime = 40f;
hiteffect = BulletFx.hitBulletSmall;
despawneffect = BulletFx.despawn;
despawneffect = BulletFx.hitBulletSmall;
types.add(this);
}